Instead of hard-coded texture IDs.  This allows the test to run with -fbo.
---
 tests/shaders/fp-fragment-position.c | 6 ++++--
 1 file changed, 4 insertions(+), 2 deletions(-)

diff --git a/tests/shaders/fp-fragment-position.c 
b/tests/shaders/fp-fragment-position.c
index fad97f5..84dbf3c 100644
--- a/tests/shaders/fp-fragment-position.c
+++ b/tests/shaders/fp-fragment-position.c
@@ -275,6 +275,7 @@ piglit_init(int argc, char **argv)
        int i, x, y;
        GLubyte rectangle[200][200][4];
        GLubyte tex[256*256][4];
+       GLuint texobj[2];
 
        /* Need GL 1.4 for GL_GENERATE_MIPMAP tex param */
        piglit_require_gl_version(14);
@@ -304,7 +305,8 @@ piglit_init(int argc, char **argv)
        }
 
        glActiveTexture(GL_TEXTURE0);
-       glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 1);
+       glGenTextures(2, texobj);
+       glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texobj[0]);
        glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, 200, 200, 0,
                     GL_RGBA, GL_UNSIGNED_BYTE, rectangle);
 
@@ -321,7 +323,7 @@ piglit_init(int argc, char **argv)
        }
 
        glActiveTexture(GL_TEXTURE1);
-       glBindTexture(GL_TEXTURE_2D, 2);
+       glBindTexture(GL_TEXTURE_2D, texobj[1]);
        glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0,
                     GL_RGBA, GL_UNSIGNED_BYTE, tex);
-- 
1.9.1

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